Krishnath
First Post
Well it's october, and as usuall, I will post four new monsters, one per week.
This month they're all spiders, three of them I will post in this thread, the fourth and last (and most powerful) will get it's own thread later... It has something to do with a holiday at the end of the month...
Feel free to post your own spiders in this thread, and please leave comments on the spiders that are posted....
To start things off, here's the Frost Spider.
Frost Spider
Medium-Size Magical Beast (Cold)
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (Dex)
Speed: 50'
AC: 15 (+3 Dex, +2 natural)
Attacks: Bite +6 melee and 2 claws +1 melee
Damage: Bite 1d8+3 plus 1d4 cold and poison, claw 1d4+1 plus 1d4 cold
Face/Reach: 5' by 5'/5'
Special Attacks: Cold, poison, spell-like abilities,
Special Qualities: Cold subtype, damage reduction 5/+1, icewalking,
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 15, Dex 17, Con 13, Int 5, Wis 12, Cha 12
Skills: Climb +5, Hide +13 (+8), Jump +5, Listen +3, Move Silently +9 (+3), Spot +7 (+4),
Feats: Skill Focus (Move Silently)
Climate/Terrain: Cold land
Organization: Solitary, pair or nest (4-9)
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil
Advancement: 5-6 HD (Medium-Size); 7-12 HD (Large)
Frost Spiders resemble large white hunting-spiders with blue eyes.
Combat:
Frost Spiders a usually attack en masse, a biting horde of spiders. Lone frost spiders prefer to target lone prey rather than larger groups, usually hiding in a snow-bank close to a well travelled path, waiting until suitable prey passes by, before striking.
Cold (Su): Frost spiders are constantly sheathed in an aura of cold, similar to the effect produced by a chill touch spell. This causes their melee attacks to deal an additional 1d4 points of cold damage on a hit.
Poison (Ex): DC: 13, Initial and secondary damage 1d3+1 Dex.
Spell-like Abilities: 3/day - Ice Dagger; as the spell cast by a 1st level sorcerer, DC 11.
Cold Subtype: Double damage from fire, unless a save can be made for half damage, in which case the frost spider takes half damage on a sucessfull save and double damage on a failed.
Icewalking (Ex): A frost spider moves across frozen surfaces as though it was affected by a spiderclimb spell.
Skills: Frost spiders get a +4 racial bonus to spot checks, due to it's many eyes. It also gets a +8 racial bonus to hide in icy conditions due to it's coloration.
What do you think?
Next week, Force Spiders
Later,
This month they're all spiders, three of them I will post in this thread, the fourth and last (and most powerful) will get it's own thread later... It has something to do with a holiday at the end of the month...
Feel free to post your own spiders in this thread, and please leave comments on the spiders that are posted....
To start things off, here's the Frost Spider.

Frost Spider
Medium-Size Magical Beast (Cold)
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (Dex)
Speed: 50'
AC: 15 (+3 Dex, +2 natural)
Attacks: Bite +6 melee and 2 claws +1 melee
Damage: Bite 1d8+3 plus 1d4 cold and poison, claw 1d4+1 plus 1d4 cold
Face/Reach: 5' by 5'/5'
Special Attacks: Cold, poison, spell-like abilities,
Special Qualities: Cold subtype, damage reduction 5/+1, icewalking,
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 15, Dex 17, Con 13, Int 5, Wis 12, Cha 12
Skills: Climb +5, Hide +13 (+8), Jump +5, Listen +3, Move Silently +9 (+3), Spot +7 (+4),
Feats: Skill Focus (Move Silently)
Climate/Terrain: Cold land
Organization: Solitary, pair or nest (4-9)
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil
Advancement: 5-6 HD (Medium-Size); 7-12 HD (Large)
Frost Spiders resemble large white hunting-spiders with blue eyes.
Combat:
Frost Spiders a usually attack en masse, a biting horde of spiders. Lone frost spiders prefer to target lone prey rather than larger groups, usually hiding in a snow-bank close to a well travelled path, waiting until suitable prey passes by, before striking.
Cold (Su): Frost spiders are constantly sheathed in an aura of cold, similar to the effect produced by a chill touch spell. This causes their melee attacks to deal an additional 1d4 points of cold damage on a hit.
Poison (Ex): DC: 13, Initial and secondary damage 1d3+1 Dex.
Spell-like Abilities: 3/day - Ice Dagger; as the spell cast by a 1st level sorcerer, DC 11.
Cold Subtype: Double damage from fire, unless a save can be made for half damage, in which case the frost spider takes half damage on a sucessfull save and double damage on a failed.
Icewalking (Ex): A frost spider moves across frozen surfaces as though it was affected by a spiderclimb spell.
Skills: Frost spiders get a +4 racial bonus to spot checks, due to it's many eyes. It also gets a +8 racial bonus to hide in icy conditions due to it's coloration.
What do you think?
Next week, Force Spiders
Later,